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She was a normal girl at first, wondering why she was here with her mother instead of with Father, but he was always away, “Saving Japan,” but yet, others resented her, calling her “Occupier,” before she fought them, and eventually found a place as a delinquent, going to enough classes to avoid the Saturday lessons that were the bane of the middle school years. At her peak, she was told by the principal she would be “Just like all the other occupiers, taking over and pushing over Japan,” to which she said “Good, this school, and country will be mine!”

However, age tempered the girl, making her realize that bullying, and fighting weren’t the way of justice, and as a new older sister, she had to try and be responsible, and she took up her responsibilities, studying, helping new students out, and eventually, with much effort, gaining the reputation of the local Knight, aloof yet helpful with problems that small circles of friends, 3ch, and adults couldn’t solve.

Through this job, she came into tracking one girl, after her friends complained she seemed to disappear, and this task introduced her to a world of strange and arcane magic, and the monsters that were hidden in this world.

Contracted with Reser after taking the long road back home to become "A Friend and Warrior of Justice. She met the being after noticing something strange, what would be an Eldion, and a fish trying to call someone, a dying magical girl, and a monster eating her. Suzhua could never let something like that stand, and she contracted, wishing to be a friend of justice, and leaping, shooting the monster, before realizing what she had gotten into.

“So.. I guess I have to take this role on… well this is too hard for a girl… but I’ll try, as a real man, Washington, Delphi… let me have your power, and drive these monsters from my home, for my brother.. for Mom.. for DAD!”

Feats [3]

Drawbacks [0]

Complications

Vega has edited this to match the newer statblock, as far as he knows it. I've made up the descriptors and renamed shit on a whim. If you don't like it, change it yourself. And do correct any mistakes or omissions. Oh, and KEEP TRACK OF YOUR ESSENCE.

Traits (PL 8)

—

Str

Dex

Con

Int

Wis

Cha

Score

10

18

18

10

16

14

Bonus

0

+4

+4

0

+3

+2

Carrying Capacity and Movement

—

light

medium

heavy

max

drag/push

normal

33

66

100

200

500

—

Base

Double

Run

Land

30'

60'

120'

—

Running Long Jump

Standing Long Jump

Vertical Jump

Jump

10'

5'

2'

Saves/Combat

Toughness

Fortitude

Reflex

Willpower

Attack

Defense

Initiative

Grapple

+4/+8

+4

+4/+8 vs area

+6

+2/+3 ranged/+8 Soul Weapon melee/+9 soul weapon ranged

11/14/17

+4

+2

Note:The +8 Toughness, +9 on soul weapon attacks, and 14 defense are only with Suzuha's soul weapons in effect or accessible.

Skills [14]

Total

Name

Rank

Ability

Misc

+9

Acrobatics

5

4

+5

Concentration

2

3

+1

Computers

1

0

+1

Craft (gunsmith)

1

0

+5

Diplomacy

3

2

+10

Disguise

8

2

+7

Drive

3

4

+5

Gather Information

3

2

+7

Intimidate

5

2

+1

Knowledge (Civics)

1

1

+1

Knowledge (Current Events)

1

1

+1

Knowledge (Earth Sciences)

1

0

+1

Knowledge (Life Sciences)

1

1

+5

Medicine

1

4

+3

Notice

0

3

+5

Stealth

1

4

+1

Swim

1

0

Feats [27]

Accurate Attack - May trade attack DC for bonus to attack roll, maximum of 5 or 1/2 the power's ranks, whichever is lower.

Inspire 3 - May take a full-round action and spend a hero point to give allies a +3 bonus to all attacks, saves, and checks for the following round. This bonus may exceed power level limits. A speech or other inspiring actions are expected.

Move-by Action - May move, take a standard action, and continue moving, as long as distance moved does not exceed the normal movement for the round.

Playing the Part - +8 bluff when acting in tune with a current disguise. (CUSTOM FEAT)

Precise Shot 2 - No penalty for shooting a target in melee, ignores defense bonus from cover less than total, and miss chance from concealment less than total.

Quick Draw 2 - May both draw and load a weapon in the same round as a free action.

Uncanny Dodge (Hearing) - Does no lose dodge bonus to defense when surprised or flat-footed, as long as hearing sense is active.

Up the Wall - Climb walls with acrobatics rather than climb as long as there is a handhold every 15 feet (half move).

Suzuha's dimensional pocket stores up to 500 pounds, often including her motorcycle (which weighs 300-400 lbs). Moving an object in or out of it is a move action. Trapping opponents is a standard action, and the target must be grappled and pinned. The target gets a reflex save (DC 11) to avoid being trapped, and a will save (DC 11) each round, with a cumulative +1 bonus for each failed attempt, to escape. Trapped targets may make attacks against Suzuha to free themselves, rolling against her defense, but using her rank in this power instead of toughness. All such attacks are non-lethal, and if she is stunned, the trapped subjects may make a saving throw to escape. If she is unconscious, all trapped subjects are automatically freed.

Suzuha may take normal actions at 25 times the normal speed. This reduces time required to take 20.

1/r * 4 = 4 points

Sensory Shield

Sensory Shield 3

Energy Cost: 4

Action Reaction (passive)

Range Personal/Touch

Duration Permanent

Extras: Affects Others

Flaws: -

Feats: -

Descriptors: Magic

All of Suzuha's senses are protected, except for mental ones. She gains a +6 on all saves against sensory effects. She may transfer use of this power to someone she is touching.

(2/r + 1/r extra) * 3 = 9 points

Why are all magical girls psychic these days?

Telepathy 1 + Comprehend 1

Energy Cost: 2

Action Standard (active)

Range Perception/Extended

Duration Concentration (Lasting)

Descriptors: Magic, Mental

Mental communication and Mind Reading effects at Telepathy rank. Comprehend allows anyone to understand projected thoughts. The communication has a base range of 10 feet. Mind Reading has perception range. It requires a power check opposed by the target's will save. If successful, the target's surface thoughts may be read. Either effect may be used individually at a cost of 1 energy, at the GM's discretion.

Selective area attack, may hit each target within a 20 foot radius of the user that the user desires. Requires a single attack roll at a +8 bonus, and hits selected targets based on that. Targets do not receive a reflex save to reduce the damage. DC 22 toughness, +1 for every 2 by which the attack roll exceeds the target's toughness, to a maximum of +4. Requires reloading, and each shot effectively consumed 5 or 25 shots, due to autofire. Needs to be reloaded after every 5 uses, in other words. Using this attack forfeits dodge bonus to defense, leaving defense at 11 until the character's next turn.

40 foot area burst centered on the user, with selective targeting. Reflex DC 18 for half effect, Will DC 18 (or 14) confuse. Causes knockback like a rank 8 damage effect. Sensory (mental) attack will hit insubstantial creatures, but not mindless ones. Distracting, so using it puts defense to 11 until the next turn. Trigger: when enemies get within ten feet of the user.

(1/r + 3/r extras - 2/r flaws) * 8 = 16 + 2 feats = 18 points

Chains of Judgment

Snare 8

Energy Cost: 9

Action Standard

Range Ranged (80 ft)

Duration Instant (lasting)

Extras: -

Flaws: -

Feats: Obscure Sense (Auditory), Reversible

Descriptors: Magic, Gravity

Attack roll at +8, if successful, the target makes a reflex save DC 18. Failure indicates they are entangled. Failure by 5 or more, or on a second successful snare attack, the target is bound and helpless. Snare has a +8 toughness save agaisnt attacks used to break it. Characters with a usable damage effect at rank 13 can break it automatically with a standard action.

Affects a 25 foot area within 500 feet of range. Targets in the area either gain or lose up to 800 pounds of weight. Targets who gain above their maximum encumbrance make a DC 15 strength check, and success means they may make either a standard or move action. Targets who "lose" more than their actual weight "fall" upward to the maximum of the gravity control area.

(2/r +1/r extra) * 5 + 3 feats = 18 points

NOTES
Reloading a weapon is generally a move action, except for characters with the Quick Draw feat, who can reload as a free action.
Ammunition is simply one of the normal drawbacks of equipment, worth no discount in cost. At the GM’s discretion, having to count ammo may be a power drawback for a Device: 25 uses before reloading is a 1-point drawback, 10 uses is a 2-point drawback, and 5 is a 3-point drawback. In this case, running out of ammo is not considered a complication, since the character already has additional points from the drawback.

:: How many lb.s you can throw up to a given distance at a given rank.
:: Also with the maximum distance of a given rank, as described by gravity control.

On Reloading
"
Gamemasters interested in more realistic weapons may require
players to keep track of ammunition. Generally pistols have clips
or cylinders with 6-15 shots, machine pistols and submachine
guns between 15-30 shots, and assault rifles 30 or so. Blasters
have between 30-50 shots before they deplete their power packs.
Reloading a weapon is generally a move action, except for characters
with the Quick Draw feat, who can reload as a free action.

Ammunition is simply one of the normal drawbacks of equipment,
worth no discount in cost. At the GM’s discretion, having to count
ammo may be a power drawback for a Device: 25 uses before reloading
is a 1-point drawback, 10 uses is a 2-point drawback, and 5 is
a 3-point drawback. In this case, running out of ammo is not considered
a complication, since the character already has additional
points from the drawback.
"